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Showing content with the highest reputation on 2015-03-20 in all areas

  1. Yesterday, there was another complaint about how our maps are limited in height (see http://wildfiregames.com/forum/index.php?showtopic=19727 ) So, as the maps from A18 aren't compatible with the maps from SVN now anyway, I though it might be a good time to change that limit. The easiest way to alter the maximal height is by altering the precision. The height is encoded in 16 bits for every map point, and you can use more bits for precision, or more bits for a bigger reach. That way, the height stays stored as 16 bits, and it won't alter the performance. In the current situation, the maximum height is 89.5 meters, and the precision is around 1.4 milimeter. So I don't think that I need to explain there's room for lesser precision and a bigger reach. The best way to handle this would be to multiply both with a power of 2. That way, the change boils down to shifting a few bits, and we won't run into strange rounding problems. The drawback of this change is that it will break all current maps, but I made a simple script that should convert your map from the old A18 format to the new format (whichever scale is chosen). So my question to the mapmakers is, what factor would you like? Here's a small summary of to what values different factors would lead. factor 1: precision = 1.4 mm, max height = 89.5 m (current situation)factor 2: precision = 2.7 mm, max height = 179 mfactor 4: precision = 5.5 mm, max height = 358 mfactor 8: precision = 10.9 mm, max height = 712 m Currently, there are a number of maps in our repo that almost hit the maximum height, so where it's not possible to make tops higher, or add hills on certain plateaus. One of these examples is Death Canyon (you can easily try to add a hill on the plateau). This is an example of how high you could go on Death Canyon with a factor 4: http://i.imgur.com/QdpsAWv.jpg For more technical information, or to test some stuff (testing would need manual compilation), you can take a look at the ticket: http://trac.wildfiregames.com/ticket/3112 I think factor 4 would be a good value (still precise enough, and have a reach that's probably good enough for all use cases), but I'd like your opinion on it too.
    3 points
  2. Using what I learned while animating the rhino into good use...
    3 points
  3. They were committed... where do think I found them? I think part of problem is that LordGood's screenshots make them look ugly, while my screenshots make them look nice. His comp can't do high settings, while mine can, so they look better in my shot. Also, I tweak texture color slightly. There is variation in color but not too much. I think in that thread LordGoo was experimenting a lot and throwing a bunch of stuff in and it didn't look as good as it could have. I think the farms look good with minor variation in color, but not if go overboard. Player must know at quick glance that this piece of land is a farm and not wonder if it is a farm or an orchard or a bunch of wood trees or a bunch of useless eyecandy or what? I think good approach is to make more minor variations (trails, fences, piles of hay, carts, etc.) of the barley and wheat farms. Also experiment on how to make them look more luscious (is this good word?). Please, do not remove terrain conformity. It makes them look very nice on hills and terrain gradient. Imagination must be use to solve "biome" problem so that biome-specific variation can happen. Using a "biome" flag in map XML can open up door for many things (biome-specific props, texture, decals, etc. for buildings, farms, etcetera, and ambient soundscape too!).
    2 points
  4. Have started making a massive map thanks to height-maps being able to create bigger-than-giant maps. EDIT: Most recent images posted @ 11:46pm 1st Feb
    2 points
  5. I dont know why, but I really wanted to mess with the farm fields to make them look more... used. Civ-specific too! Here's what I got so far, Desert and Mediterranean fields edited from those terrain textures
    1 point
  6. Hi everyone, LOTR lover's, don't kill me. (False publicity, for obvious reasons i can't put all of those units and run the game) This is the Helm's deep "gaul's" version (Gauls/Norse/Celts stuff included). I wanted to try if i could do it, or at least half of how it should looks like. I know there are some ugly spots, horrible spots! - It's not finished yet, perhaps this weekend i may finish it. - It's intended to be playable, perhaps 1v7(?) - The inside still needs some retouch. - Mountains needs some work. - Outside will be hell, don't know if to put trees around... (If not i may delete the trees inside the fortress). suggestions? - It may have triggers, but later... - If someone wants to make an uruk-hai, for sure i will use it! - Units can cross the water side, don't worry. - The landmine may be created, but for the whole animation, i think i will need Saruman to code it - I receive suggestions or recommendations!!!! First update: Second update: Third update: Fourth update: Dependencies: Ponies Ascendant Alpha 1.0 Millenium AD Maded a poni version. Thanks to LordGood for letting me use his mod. Fifth update: - Fixed the river, added waves. - Increased the "Bridge" large. Sixth update: - Taller mountains You will need the script that @Sander17 made, http://wildfiregames.com/forum/index.php?showtopic=19775 helm's_deep_poni_version.zip helm's deep.zip helm's deep - taller mountains.zip
    1 point
  7. Units going over each other will never be supported. The pathfinder is 2D, and the position component doesn't store the height, but calculates it based on the terrain. So if you place a bridge over the water, you must be sure that no boats can pass under it, or that no other entities (like fish) are at that place. For roads, the new pathfinder will be faster, because it uses a uniform speed grid. That uniform grid allows for certain optimisations severely reducing the number of calculations needed. When that grid would be non-uniform (f.e. because speed is higher on roads), then the new pathfinder will be worthless. The possible intermediate way would be that the pathfinder ignores, but that the speed does increase when units walk on roads. However, that would require a lot of micro to keep the units on the road.
    1 point
  8. Should now be fixed. Thank you for spotting. Why would it be, we're several centuries before vanilla Try changing formations/scatter to formations/null in civs/egyptian.json, line 206. Good.
    1 point
  9. Which were the arguments to not implement LordGood's farms in the game?
    1 point
  10. It really is unfortunate that this is going to be like.. 10 pixels big grey blob on screen!
    1 point
  11. I think it is all pretty awesome. A+ for creativity, except... ponies? really? I grew up in the era when they first came out and this is what I associate with them: I can't connect the dots in my head between that image and 0 A.D. But... that is my problem. Fantastic artwork! I think it would be a fun mod, to mod your mod into a Medieval faction.
    1 point
  12. On the subject of catapults, I think the damage they do is fine, but they need to have less health or can be captured by the enemy. I played a game where at one point The ai had 5 catapults and I charged with my cav but it still took them a while. Also battering rams: what beats them?! OP in my opinion.
    1 point
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